Wild Psychic

Access
Free
Awakening meter
350
damage to fill
Moves
8
M1 startup
9f
frames
How to get Wild Psychic
Free to play (formerly Early Access). The wiki does not state the date it became free.
Passives
Psychic Barrier
Stronger Block: after a finisher the user gets a green force field that can be activated while blocking. It protects from all sides, automatically deflects projectiles and certain moves, deals 10% AoE damage and ragdolls nearby opponents when it breaks, and the ability is lost until another enemy is killed with a finisher. The wiki says it can also block some ultimate moves and is not broken after reflecting a projectile.
Psychic Swipes
Listed as a passive in the infobox; the page describes it in the M1 row: three green psychic strikes and a push (the trivia says Wild Psychic has no special M1 passive).
Base moves
M1 Psychic Swipes โ Wiki M1 damage: full string 14%. Three strikes of green psychic energy followed by a push; fast swing rate and a very fast startup (9 frames), described as the fastest M1 startup in the game.
- 1Crushing Pull
The user raises a hand and releases an energy wave that forcibly pulls the target toward them.
- Can be blocked
- Can grab ragdolled players
- Can be interrupted
- Resets the ragdoll timer
- If someone uses ragdoll cancel when the user starts the move, it counts as blocked
- Cannot be countered (Prey's Peril, Split Second Counter)
- Finisher triggers at 13% and lower: two ground slams and a telekinetic rock to the skull; each impact deals 5% to anyone in contact, 15% total
- Cooldown cell is a rowspan covering the variant row
- Crushing Pull | Variant ยท 7% (Grab) | 15% (AOE) โ If the user jumps while attacking, they fire the pulse, pull the enemy in while lifting themselves into the air, then slam the enemy into the ground with area damage.
13% | 12.5% (AoE)CD 22 Seconds - 2Windstorm Fury
The user jumps slightly and spins, then creates a small green tornado that moves slowly forward, ragdolls players caught in it and launches them upward when it dissipates.
- Can hit ragdolled players
- Can be ragdoll-cancelled out of
- Can be blocked and interrupted
- Cannot be countered (Prey's Peril, Split Second Counter)
- Does not stun or ragdoll at the end on block
- The user can use other moves and M1s on opponents caught by it
- Finisher triggers at 13% and lower: the target is pulled into the user's hand, grabbed by the face and slammed down; players in the area are stunned about 4 seconds then roll away taking 5.3%
7.9% | 4.7% (Blocked)CD 20 Seconds - 3Stone Coffin
The user places their hands on the ground and lifts two rock fragments that crush anyone caught between them; a hit target rolls toward the user when the coffin disappears.
- Can be blocked to deal less damage and prevent stun or rolling
- If missed it stays about 8 seconds then disappears
- Can hit ragdolled players
- Cannot be ragdoll-cancelled out of if caught
- Can be countered (Prey's Peril, Split Second Counter)
- Can be interrupted
- Does not stun on block
- A wall combo can be done on the rock if you miss it
- Finisher triggers at 14% and lower: the coffin is lifted and compressed, crushing the target inside
11.7% | 3% (Blocked)CD 25 Seconds - 4Expulsive Push
The user shoots off in the direction the camera faces for about a second; using it again before it ends launches anyone nearby into the air, and a double press triggers an explosion after a brief wind-up.
- Cannot be blocked
- Can hit ragdolled players
- Can be countered (Prey's Peril, Split Second Counter)
- Can be interrupted
- Can be punished
- Finisher triggers at 12% or lower: elbow to the back, psychic blast launching the target and leaving a crater; the blast deals 15% to other opponents with much less knockback
12.5% | 5% (When In Air)CD 19 Seconds
Awakening
G Berserk
Meter: Not stated on the Wild Psychic page; the standard is 350 damage per The Strongest Hero page.
Duration: 53 seconds
Activation: the user clasps their hands behind their head, summons a broad green tornado, floats for about five seconds and then pushes it out, leaving a green aura (20.5% on the Wild Psychic page, 21% on the Awakening page). The kit then becomes Cosmic Strike, Psychic Ricochet, Terrible Tornado and Sky Snatcher. The user cannot evade during the animation. Previously the meteor move was called Meteor.
Awakening moves
- 1Cosmic Strike
The user rises into the air, knocking back and stunning everyone around, then summons a huge meteorite and launches it forward with a gust of wind.
- The meteor can be aimed with shift lock
- Cannot be interrupted
- Grants I-Frames upon activation
- Meteor impact has Armor Break (it does not damage someone activating Serious Mode, which the wiki suspects is a bug)
- Can ragdoll-cancel out of the stun
- If someone hits the stunned target, the target is saved
- Does not have armor even if landed (Cons)
52.3% (Stun + AOE) | 50% (AOE)CD 30 Seconds - 2Psychic Ricochet
The user uppercuts the opponent into the air, grabs a leg and spins them while rocks rise, then throws them so they ricochet between the rocks before the rocks close around them.
- Cannot be blocked
- Single-target grab
- Applies 8 seconds of Armor if landed, even after the animation ends
- While the target bounces off the stones the user can use another ability
40.5% | 20% (AoE)CD 15 Seconds - 3Terrible Tornado
The user pulls the opponent in with a green-black star effect, drags and slams them, and then a cutscene shows a devastating punch that causes a huge storm around both.
- The pull part can be ragdoll cancelled
- Does NOT bypass Death Counter
- Can be blocked
- I-Frames shortly after use (even if missed), during the successful pull and drag, and during the cutscene
- Startup can be interrupted
- Slows down the awakening timer during the cutscene
- Has no extra variant on a miss and cannot break armor (Cons)
94.7% | 37% (Drag) + 49.2% (Tornado) AoECD One Time Use | 100 Seconds (infinite ultimate) - 4Sky Snatcher
The user rises into the air in any direction, grabs the first player they collide with and slams them into the ground, creating a shockwave. Damage does not increase with height.
- Cannot be blocked
- Can be backdashed over
- Single-target grab
- Armor on grab
27% | 20% AoECD 17 Seconds
Wall combo
Psychic Boulder Crush ยท 12%
About Wild Psychic
Wild Psychic sits last in the wiki's ranking of basic-moveset damage, at 45.1 (40.1 if you count the aerial Crushing Pull), and the same page calls it the most nerfed character in the game, with six nerfs and technically seven. The examples it gives: Crushing Pull from 20% to 13%, Windstorm Fury from 18% to 7.9% and Stone Coffin from 22% to 11.7%, which also became blockable.
What it offers in return is speed and defense. Its M1 starts in 9 frames, the fastest startup in the game, and Psychic Barrier, earned by landing a finisher, gives a green force field while blocking that protects from all sides and deflects projectiles. It can stop some ultimates too, but it breaks and is lost until the next finisher kill. The base moves are Crushing Pull (13%, 22 seconds), Windstorm Fury (7.9%, 20 seconds), Stone Coffin (11.7%, 25 seconds) and Expulsive Push (12.5%, 19 seconds). According to the Cons list, three of the four can be blocked.
Berserk lasts 53 seconds and gives Cosmic Strike (52.3%), Psychic Ricochet (40.5%), Terrible Tornado (one use, listed at 94.7% although its parts add up to 86.2%) and Sky Snatcher (27%). The page also warns that it contains cut content and a possible upcoming rework, so some of this may change.
What the wiki notes
- Seventh playable character, based on both Tatsumaki and Fubuki; the user gets a bright green aura during awakening.
- Moveset centers on grabs and multi-target attacks; Windstorm Fury and Stone Coffin are its two combo extenders and every move can hit ragdolled opponents.
- Psychic Barrier is earned with a finisher and auto-deflects projectiles; it can also stop some ultimates (Twinblade Rush, Crushed Rock, Strength Difference), but it prevents punishing unsafe blocked moves.
- The wiki calls it the most nerfed character (6, technically 7 nerfs), for example Crushing Pull 20% to 13%, Windstorm Fury 18% to 7.9%, Stone Coffin 22% to 11.7%, and Stone Coffin became blockable.
- Fastest M1 startup in the game (9 frames) per Pros; Characters page ranks its basic-moveset total as the weakest at 45.1 damage (40.1 with the Crushing Pull aerial variant).
- Berserk: Terrible Tornado is the high-damage punish (94.7%, can be blocked) and the wiki says it is guaranteed on a ragdolled target without evasive; Cosmic Strike has no armor; the user cannot guard while attacking.
- Wiki cons: 3 of 4 base moves are blockable, weak base damage for move spammers, and Stone Coffin's finisher immobilizes the user for around 0.75 seconds.
- The page carries a 'Cut Content' notice (it keeps old moves such as Seismic Fist for archival purposes) and a 'Possible Upcoming Rework' notice.
Wild Psychic techs
- GreenAs simple as it sounds, do a wall combo, but the difficult part is landing the dash. As soon as your land the wall combo walk backwards a little then time you dash.
- Windstorm DashAfter ragdolling an opponent, use Windstorm Fury, and walk up then use 1 m1. After that, quickly forward dash to hit them directly on the back of their torso
- Wind Sage ExtenderFirst, hit 4 m1s (don't uppercut or downslam). Then, walk or side dash over to the ragdolled player and use your first m1 as soon as possible (this m1 is not meant to hit them). Immediately after using the first m1, use Windstorm Fury and continue the m1 chain at full speed, continuing to walk and face in the windstorm's direction. The target will fall forward into the tornado as it flings them upward. Keep running forward and front dash when the target is at their peak in midair, and hit the front dash just as they near the ground.
- Meteoric Smashyou first need to do 3 m1s and then mini-uppercut. After the mini-uppercut, you need to use Comic Strike Immediately. After you have used it, your opponent should be higher than usual. Just before the meteor hits the ground, you want to use Terrible Tornado.
- Expulsive CatchTo begin, you need to use Windstorm Fury, and 3 m1s to temporarily stun your opponent. You need to be quick with the m1s, otherwise this combo will be a lot more difficult to land. After landing the m1s, immediately turn around and flick your camera upwards to the peak of where the opponent is in the air. Use Expulsive Push to send your opponent a decent lengths while still in the air. To finish the tech, use Crushing Pull, either to snatch your opponent out of the sky, or to throw them even further.
- Tornado FlowFirst, use Windstorm Fury. After preforming 3 m1s, you wait a little then do a circle front dash on the opponent, causing them to roll upwards and if done right, will be just enough for you to catch them with your first m1 in the chain.
- Skibidi CoffinFirst, use the M1 shove tech to push the opponent. Then, as you are "dashing," quickly turn your screen around to prepare into a side dash. After getting your side dash in, quickly look back and use stone coffin, grabbing them at the very edge of the rock. This tech is inescapable.
- bonkAfter you regain control of your character after the meteor summoning animation, immediately turn your camera to the side and dash toward the opponent while activating the windup for Psychic Ricochet midair. If timed correctly, the opponent will be hit by the meteor but immediately be caught in the Psychic Ricochet animation before they can be flung away, resulting in massive damage.
Where the wiki disagrees
- Berserk activation damage: the Wild Psychic page says 20.5%, the Awakening page says 21%.
- Stone Coffin on miss: the move table says it stays about 8 seconds, while Trivia says it stays for around 10 seconds if missed.
- Terrible Tornado: damage cell says 94.7% but the breakdown 37% (Drag) + 49.2% (Tornado) adds up to 86.2%.
- Berserk range: the Wild Psychic page calls the awakening startup one with good range and damage, while the Characters page says Berserk has inferior range (except Sky Snatcher); they may refer to the startup vs the moves.
- Free-to-play date for Wild Psychic is not stated anywhere in the downloaded wiki text (Updates page only shows additions between February and April 2024).
- The page has the 'Removed' (cut content archive) and 'Possible Upcoming Rework' banners, so some listed content may not be in the game.
Other characters
- The Strongest HeroSaitamaFree

- Hero HunterGarouFree

- Hero Hunter (Monster Form)Garou (Monster Form / Cosmic Fear Garou)Free

- Destructive CyborgGenosFree

- Deadly NinjaSpeed-o'-Sound SonicFree

- Brutal DemonMetal Bat (Bad)Free

- Blade MasterKamikaze (Atomic Samurai)Free

- Martial ArtistSuiryuFree

- Tech ProdigyIsamu (Child Emperor)Free

- Undying HeroZombiemanEarly Access

Frequently asked questions
How do you get Wild Psychic in TSB?
Free to play (formerly Early Access). The wiki does not state the date it became free.
Who is Wild Psychic based on?
Wild Psychic is based on Tatsumaki and Fubuki from One-Punch Man.
What is Wild Psychic's awakening?
Berserk. Meter: Not stated on the Wild Psychic page; the standard is 350 damage per The Strongest Hero page.. Activation: the user clasps their hands behind their head, summons a broad green tornado, floats for about five seconds and then pushes it out, leaving a green aura (20.5% on the Wild Psychic page, 21% on the Awakening page). The kit then becomes Cosmic Strike, Psychic Ricochet, Terrible Tornado and Sky Snatcher. The user cannot evade during the animation. Previously the meteor move was called Meteor. Awakened moves: Cosmic Strike, Psychic Ricochet, Terrible Tornado, Sky Snatcher.
Data taken from the The Strongest Battlegrounds Rblx Wiki (CC BY-SA), organized with AI assistance; nothing here is tested in the game; wiki read on 2026-10-24 (this page last edited there on 2026-10-16).